Bring code up to new Panda Scene Graph

This commit is contained in:
Mark Mine 2002-05-14 21:01:02 +00:00
parent 6499b50835
commit a31a99d91b

View File

@ -658,10 +658,8 @@ class LevelEditor(NodePath, PandaObject):
# Destory old toplevel node path and DNA
# First the toplevel DNA
self.DNAData.remove(self.DNAToplevel)
if self.NPToplevel.hasArcs():
# Then the toplevel Node Path
self.NPToplevel.reparentTo(hidden)
self.NPToplevel.removeNode()
# Then the toplevel Node Path
self.NPToplevel.removeNode()
def createToplevel(self, dnaNode, nodePath = None):
# When you create a new level, data is added to this node
@ -796,8 +794,8 @@ class LevelEditor(NodePath, PandaObject):
self.cTrav = CollisionTraverser()
# activate the collider with the traverser and pusher
self.pusher.addCollider(self.cSphereNode, base.drive.node())
self.lifter.addCollider(self.cRayNode, base.drive.node())
self.pusher.addColliderNode(self.cSphereNode, base.drive.node())
self.lifter.addColliderNode(self.cRayNode, base.drive.node())
# A map of zone ID's to a list of nodes that are visible from
# that zone.
self.nodeDict = {}
@ -982,7 +980,7 @@ class LevelEditor(NodePath, PandaObject):
def findDNANode(self, nodePath):
""" Find node path's DNA Object in DNAStorage (if any) """
if nodePath:
return DNASTORE.findDNAGroup(nodePath.id())
return DNASTORE.findDNAGroup(nodePath.node())
else:
return None
@ -2155,7 +2153,7 @@ class LevelEditor(NodePath, PandaObject):
map = loader.loadModel('models/level_editor/' + neighborhood +
'_layout')
if map:
map.arc().setTransition(TransparencyTransition(1))
map.setTransparency(1)
map.setColor(Vec4(1,1,1,.4))
self.mapDictionary[neighborhood] = map
# Make sure this item isn't pickable
@ -2394,18 +2392,16 @@ class LevelEditor(NodePath, PandaObject):
self.outputDNA(dnaFilename)
def loadDNAFromFile(self, filename):
print filename
# Reset level, destroying existing scene/DNA hierarcy
self.reset(fDeleteToplevel = 1, fCreateToplevel = 0,
fUpdateExplorer = 0)
# Now load in new file
node = loadDNAFile(DNASTORE, filename, CSDefault, 1)
if node.getNumParents(RenderRelation.getClassType()) == 1:
if node.getNumParents() == 1:
# If the node already has a parent arc when it's loaded, we must
# be using the level editor and we want to preserve that arc.
newNPToplevel = NodePath()
newNPToplevel.extendBy(node.getParent(
RenderRelation.getClassType(), 0))
newNPToplevel = NodePath(node)
newNPToplevel.reparentTo(hidden)
else:
# Otherwise, we should create a new arc for the node.
@ -3826,7 +3822,7 @@ class LevelStyleManager:
# Attach the color chips to the new menu and adjust sizes
for i in range (numItems):
# Create a text node--just a card, really--of the right color.
tn = TextNode()
tn = TextNode('colorChip')
tn.freeze()
tn.setFont(getDefaultFont())
tn.setTransform(Mat4.scaleMat(0.07, 0.07, 0.07 * aspectRatio))
@ -3941,7 +3937,7 @@ class LevelStyleManager:
for i in range (numItems):
# Create text node for each item
if (textList[i] != None):
tn = TextNode()
tn = TextNode('TextItem')
tn.freeze()
tn.setFont(getDefaultFont())
tn.setTransform(Mat4.scaleMat(0.07, 0.07, 0.07 * aspectRatio))